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Demje
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Posted - 2007.10.26 06:39:00 -
[1]
okay the topic is damage controls. Is there anyone who doesnt use them and what do you use instead and what the reasoning may be?
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Firane
0utbreak
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Posted - 2007.10.26 06:44:00 -
[2]
Edited by: Firane on 26/10/2007 06:45:08 Alot of people forego them on capitals and put another EANM there, with the thinking that if you need to worry about structure on a cap, they've already broken your tank and you're probably going down anyway.
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Khurrak
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Posted - 2007.10.26 06:48:00 -
[3]
I would've thought that they would if you can last twice as long on hull, thats a bit more damage right?
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Boomhaur
Minmatar
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Posted - 2007.10.26 06:59:00 -
[4]
Edited by: Boomhaur on 26/10/2007 07:00:39 Any ship I have that shield tanks never has it. The thought is if they are able to bring me down to structure im dead anyway, I rather use that extra slot for another dmg mod or another cap mod, or even a shield power relay if im passive tanking. This is espically true for my passive tanked ships because if they EVER go into armor let alone structure the tank is broker and I have a few seconds to live anyway.
Oh and yes I know it gives an shield resist bounus that doesnt stack with others. But I can ususally use something else that is better than that instead.
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cal nereus
Bounty Hunter - Dark Legion Brutally Clever Empire
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Posted - 2007.10.26 07:06:00 -
[5]
EANM is probably the only reasonable alternative to Damage Controls that comes to mind. I use either of 'em (or both). ---
Join BH-DL |

Boomhaur
Minmatar
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Posted - 2007.10.26 07:11:00 -
[6]
The shield power relay is what we use for passive tanking, it brings down our shield recharge rate down, and the EANM is an armor tanking module to my understanding if the acronyme stands for what I think it does.
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Jurgen Cartis
Caldari Interstellar Corporation of Exploration
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Posted - 2007.10.26 07:15:00 -
[7]
Originally by: Khurrak I would've thought that they would if you can last twice as long on hull, thats a bit more damage right?
Depends. In some cases, it's all about raw effective HP, there the DCUwith Slaves and Trimarks is better. In others, it's tankable DPS. The EANM with some cap rigs will do much better there. -------------------- ICE Blueprint Sales FIRST!! -Yipsilanti Pfft. Never such a thing as a "last chance". ;) -Rauth |

Akkarin Pagan
Minmatar Raddick Explorations Executive Outcomes
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Posted - 2007.10.26 07:24:00 -
[8]
When I fly an active shield tanked ship, I always fit a DCUII (if it's BC and up size wise(In fact I don't fly active shield tankers smaller than a BC come to think of it!)). I also usually fit them if I'm running a 7 slot armour tank.
As for the pilots who don't fit DCUS on shield tanks, I was once attacked (pre wtz days) by an Astarte while slow boating a Raven to the gate. I got webbed and scrammed, and returned fire. The Astarte appeared to cap out (his brackets went from red to yellow) and a combination of my torpedos and the sentry guns blew his ship up. I had less than 300 structure left, and almost no cap. Guess which little module kept me alive long enough to save my ship, and kill an Astarte? (want proof, check for my name on the killboards of a certain breakfast cake factory corp )
Akkarin
Hopefully the mods won't play with this one
<3 - Immy
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Foppemoa
Caldari Royal Swedish Capsulers Inc.
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Posted - 2007.10.26 07:26:00 -
[9]
I shield tank and i use DC's all the time. They give a tiny bit better resists on the shields, and prolong the ships life when getting attacked. Those little things have saved my ships several times just because they give that extra time to deal with the threat (pew pew, or "tactical retreat").
--------------------------------------------
Originally by: GLaDOS "But there is no sense crying over every mistake You just keep on trying until you run out of cake"
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Jaikar Isillia
Blue Labs Knights Of the Southerncross
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Posted - 2007.10.26 07:32:00 -
[10]
Originally by: Akkarin Pagan When I fly an active shield tanked ship, I always fit a DCUII (if it's BC and up size wise(In fact I don't fly active shield tankers smaller than a BC come to think of it!)). I also usually fit them if I'm running a 7 slot armour tank.
As for the pilots who don't fit DCUS on shield tanks, I was once attacked (pre wtz days) by an Astarte while slow boating a Raven to the gate. I got webbed and scrammed, and returned fire. The Astarte appeared to cap out (his brackets went from red to yellow) and a combination of my torpedos and the sentry guns blew his ship up. I had less than 300 structure left, and almost no cap. Guess which little module kept me alive long enough to save my ship, and kill an Astarte? (want proof, check for my name on the killboards of a certain breakfast cake factory corp )
Akkarin
Rofl. He must have thrown his keyboard at his monitor after that :P
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Andrue
Amarr
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Posted - 2007.10.26 09:30:00 -
[11]
I don't use them because I don't PvP. If a mission rat gets me into structure then I've done something very, very wrong. Actually these days I fly a Nighthawk so if a mission rat gets me into structure I will probably find several devs arriving to monitor the situation and find out what went wrong  -- (Battle hardened industrialist)
[Brackley, UK]
My budgie can say "ploppy bottom". You have been warned. |

Plave Okice
Gallente 0utlaws
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Posted - 2007.10.26 09:31:00 -
[12]
I always fit them, little shield and armour resist bonus and a major bonus if you hit structure.
I've finished more than a few fights in structure where without a DC I would have died, I finished the initial fleet battle in UEJ with 7% structure left on my Mega, then went on to fight for 3 more days in the same system in the same ship where otherwise I would have been out of the battle.
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Qui Shon
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Posted - 2007.10.26 09:51:00 -
[13]
The little suitcases are awesome. Almost every PvE BS () setup I plan out or use has one, save for passive shield tanks. It's not only for structure resists, it's also for unstacked shield/armor resists.
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Caffeine Junkie
Caldari The Ministry Of Funny Walks
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Posted - 2007.10.26 09:59:00 -
[14]
Edited by: Caffeine Junkie on 26/10/2007 09:59:26 Never on the Raven, another BCU / PDS is more useful in the lows, always on Megathron/Hyp which has more structure than armour (excluding plates etc). It comes in very handy when your in a tight fight, having resistance on your hull often gives your reppers the chance to put some armour back on. (Bearing in mind armour reps add hitpoints at the end of a cycle, not the beginning like shield).
It depends on your setup and what your heading out to do, but I would have to have a good reason not to fit it on Gallente ship, especially the Hyperion which can fit a monster tank with good skills.
Can't comment on Amarr / Minmatar, don't fly them. ___________________
Caldari Navy Charon FTW!
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Kayna Eelai
Gallente GNATHIC
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Posted - 2007.10.26 09:59:00 -
[15]
i started a mission yesterday at the same time i was testing some divx encoding software.
my DC II is always on, but my reppers and hardenders are off till i get into armor.
so i went half afk attacking a drone battleship (had aggro from some sentries)
suddenly, while checking that encoding software i realized that i had started the mission already, fast alt tabbed just to see me with 25% structure left. i turned on hardeners and repper and aligned to get the hell out of there.
kinda a total noob situation, but what had kept me alive? indeed: my nice T2 suitcase!!!
fixed to 23.15 kB (23710 bytes) |

Cpt Branko
The Bloody Red
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Posted - 2007.10.26 10:00:00 -
[16]
Originally by: Demje okay the topic is damage controls. Is there anyone who doesnt use them and what do you use instead and what the reasoning may be?
I extensively use them, because a lot of the time, it's buffer I'm concerned about in the end and not tankability.
For raw (armour) tank, a EANM always beats it due to giving you more resists, but a DCU gives more buffer.
It really depends on what you're after (and how much structure the ship has) - I'd say it's a perfectly balanced and well thought out mod.
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Arana Tellen
Gallente The Blackguard Wolves Knights Of the Southerncross
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Posted - 2007.10.26 10:16:00 -
[17]
15,000 more hp just from the structure on a hyperion  ---------------------------------
Core 2 Duo E4300 1.8ghz @ 3ghz |

Gorthauran
Amarr Throne of Tragedy
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Posted - 2007.10.26 10:17:00 -
[18]
Flying Amarr if i need more resists i would always put a second EANM over a DC as it gives more than a EANM+DC combo...not sure why i see armor tankers who choose the DC when the compensation skills do not affect the DC. The buffer reason is kinda moot too as if you do get to structure it's going down fast no matter what...and shield...what is that anyway, is that the little red line above my armor?
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NeoTheo
Caldari Dark Materials Fang Alliance
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Posted - 2007.10.26 10:37:00 -
[19]
i shield tank and almost always fit one.
the x% you get to shielding is not part of the same stackin nerf as the hardeners.
/theo.
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Voodoo Mistross
Minmatar Cskillzone DAMAGE INC...
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Posted - 2007.10.26 10:42:00 -
[20]
Hmmmm, after reading this i may have to rethink my use of the suitcase bandaid
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Myra2007
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Posted - 2007.10.26 10:49:00 -
[21]
Dmg control is the one most powerful tanking mod in eve. Its rediculous no really. Every armor tanker uses it and no it cannot be replaced.
An eanm might help you more if you go for intense dual armor repping in which case the extra armor resistance vs. the dmg control might be worth it - but mostly not. Mind that dmg control in contrast to eanms is not stacking nerfed with hardeners/rigs etc.
On a battleship with big structure a single dmg control is worth 2-3 plates. Its just insane. And it will never go offline even if you are neuted to hell and back. Its basically passive although it actually isnt.
I'd even go so far to say its the most overpowered module i've ever seen at all.
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Groes Thir
Gallente Karjala Inc. Onnenpyora
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Posted - 2007.10.26 11:01:00 -
[22]
Damage Controls are the key to world domination. Trust me on this one..
 
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Caffeine Junkie
Caldari The Ministry Of Funny Walks
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Posted - 2007.10.26 11:06:00 -
[23]
Originally by: Myra2007
I'd even go so far to say its the most overpowered module i've ever seen at all.
Statements like that cause the nerf-bat to swing...
Its a very useful little module, worth a low slot on a BS for sure. ___________________
Caldari Navy Charon FTW!
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Firkragg
Blue Labs Knights Of the Southerncross
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Posted - 2007.10.26 11:19:00 -
[24]
I too would like to add to the "damage control saved my life" stories. off the top of my head i can think of 5 fights were i would have died without it. Not to mention it gives you a little boost on shields to give you a little longer to turn on hardners. Also not to mention that it doesnt stack with other resistance mods.
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000Hunter000
Gallente Magners Marauders
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Posted - 2007.10.26 11:22:00 -
[25]
Damage mod cuz the 50% on structure means nothing if they make it that far in the first place. CCP, let us pay the online shop with Direct Debit!!! Magners is now recruiting, evemail me or Dagazbo ingame.
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Saint Luka
The Illuminati. Triumvirate.
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Posted - 2007.10.26 11:24:00 -
[26]
Depends on the ship.
Some i would if there was a chance i might not die if i did hit structure.
Some if i hit structure i know im going to die anyway.
What do i use on tanked ships instead of a DC? Energized Adaptive Nano Memberane. -
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Fswd
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Posted - 2007.10.26 11:31:00 -
[27]
Originally by: Caffeine Junkie
Originally by: Myra2007
I'd even go so far to say its the most overpowered module i've ever seen at all.
Statements like that cause the nerf-bat to swing...
Its a very useful little module, worth a low slot on a BS for sure.
Yeah but in this case everyone and his dog can use one/ ---
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Acoco Osiris
Gallente Sublime.
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Posted - 2007.10.26 11:55:00 -
[28]
I almost always fit damage controls, I figure that if all goes to ****, that extra structure will be very valuable (and I armor tank, so once my tank is broken, I have only that).
Rarely needed them, but I like to have them. ------------------------------ One more soldier off to war... And one Velator in my hangars. |

Myra2007
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Posted - 2007.10.27 19:59:00 -
[29]
Originally by: Caffeine Junkie
Originally by: Myra2007
I'd even go so far to say its the most overpowered module i've ever seen at all.
Statements like that cause the nerf-bat to swing...
I didn't complain or start a whine thread but gave an observation on the net gain of a damage control versus other tanking modules. If you show me a single tanking module that has a (remotely) comparable effect in a general setting for such low costs please do so. I will gladly show that your math is wrong.
People are just much too sensitive today.
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Icome4u
Caldari Dark and Light inc. D-L
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Posted - 2007.10.27 20:02:00 -
[30]
Only noob capital pilots use a DCU. It's a lot better to get more cap regen than 3-4% more resistance.
The way it is: If they can get you in structure you are dead int he next 10-15 seconds.
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Jade190
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Posted - 2007.10.27 20:44:00 -
[31]
ZOMG, a fairly large amount of people use damage controls, they must be over-powered. CCP needs to bust out the nerf bat again.  
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Cornette
Gallente M. Corp M. PIRE
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Posted - 2007.10.27 20:56:00 -
[32]
Originally by: Icome4u Only noob capital pilots use a DCU. It's a lot better to get more cap regen than 3-4% more resistance.
The way it is: If they can get you in structure you are dead int he next 10-15 seconds.
Isn't that true for Caldari Capitals only? I seen Amarr / Gallente carrier pilots use one in their setups. My friends who fly Thanatos always fit one DCU II for it have more structure then armor.
//Cornette
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Grapez
Advanced Security And Asset Protection
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Posted - 2007.10.27 21:16:00 -
[33]
Originally by: Cornette
Originally by: Icome4u Only noob capital pilots use a DCU. It's a lot better to get more cap regen than 3-4% more resistance.
The way it is: If they can get you in structure you are dead int he next 10-15 seconds.
Isn't that true for Caldari Capitals only? I seen Amarr / Gallente carrier pilots use one in their setups. My friends who fly Thanatos always fit one DCU II for it have more structure then armor.
//Cornette
From what I've heard:
On a Moros: EANM On a Thanatos: DCUII
Reason is the Moros' siege mode gives a huge boost to armor repping, and the extra resists from an EANM help more than the extra structure.
All heresay though, since I've never had the pleasure to fly either of these beasts.
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Saris Dadra
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Posted - 2007.10.27 21:40:00 -
[34]
I wrote a Haiku:
Damage control two Such an awesome little mod Helps real men hull tank
And was bored enough to make a new sig too ---------
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shinsushi
Amarr Imperial Academy
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Posted - 2007.10.27 22:04:00 -
[35]
Edited by: shinsushi on 27/10/2007 22:05:27 One module that Doubles your effective HP for <1 cap/sec? Its a no brainer.
No, DCs aren't overpowered at all *snicker*
Oh: its immune to stacking penalties too.... good job CCP.
++++++++++ AMARR - Taking it up the butt since 2005
Fixing Laser Boats 101 |

Sorja
E X O D U S Imperial Republic Of the North
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Posted - 2007.10.27 22:13:00 -
[36]
Real men structure tank.
'nuf said. ____________________ A gentleman is someone who can play the bagpipe, but who does not. |

Excesse
Infinitus Odium The Church.
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Posted - 2007.10.27 22:48:00 -
[37]
Just run it through a program like EFT and fit one if you want more tank and it does more than a SPR/EANM. On any active shield tank the addition of a bit more shield resists and 50% resists on the hull will outweigh any other module. On shield tanking capitals the same applies, but armor tanking capitals will find the EANM does them better.
To be honest though, a damage mod will probably put you on top of a fight more than a damage control in most situations.
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